/// <summary> /// /// </summary> internal bool OnUpdatingY(float y, WorldEntity gameEntity) { EventHandler <UpdatingYEventArgs> tempBeforeEventArgs = m_EventUpdatingY; if (tempBeforeEventArgs != null) { UpdatingYEventArgs eventArgs = new UpdatingYEventArgs(y, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnUpdatingY( float y, WorldEntity gameEntity ) { EventHandler<UpdatingYEventArgs> tempBeforeEventArgs = m_EventUpdatingY; if ( tempBeforeEventArgs != null ) { UpdatingYEventArgs eventArgs = new UpdatingYEventArgs( y, gameEntity ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }